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*You will have enough gold left over for either 1 sight ward or 1 vision ward, if you want.
Depending on your preferences, you can swap Haunting Guise with Sheen or Atma's with Warmogs.
Feel free to sell Avarice Blade if needed after you have enough money for Infinity Edge.

Exhaust, Ignite, or Rally (if you have imp. rally) are good choices for summoner skills.
Clarity, Clairvoyance, and Fortify are decent choices as well.
Personally, I run Exhaust/Ignite.

Commentary:
I play Gang as a support/"caster"/jack-of-all-trades rather than a melee carry. In my opinion, Gangplank lacks the potential to be a devastating melee DPS Carry. Although he can be pretty scary later on if he's fed, he should not be able to outdamage many of the other carries like Yi, Trydamere, Shaco, etc. in the same situation. Most of your damage should be coming from Parrrley and Cannon Barrage until very late game, anyway.

Gang can handle solo mid, but there are better options 99% of the time. However, if there are two solo lanes and you need to take one, grab mid and give the side to someone else. Gangplank doesn't have that much pushing power, and will usually be unable to hold off others in a 2v1 situation. Again, this build is NOT a carry build. If you want to be a DPS carry, go straight physical damage and follow another guide.

Atma's is pretty nice. 18% crit chance, 48 damage off of gangrape's base HP with an Elixir of Fort chugged at level 18... It's like a BF Sword that gives you armor and crit chance. I might try that out later.